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Bard (1) Charlatan Xovon

CLASS & LEVEL BACKGROUND PLAYER NAME

Halfling/Ghostwise Chaotic Neutral 0


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 +4 25
9 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

-1 PERSONALITY TRAITS

Hit Point Maximum 10


-1 Strength
DEXTERITY
+6 Dexterity

18 +2 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

+4 +3 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

14 +4 Acrobatics (Dex) Total 1d8


SUCCESSES

+2 +3 Animal Handling (Wis) FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
-1 Athletics (Str)

13 +1 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
----------Bonus Actions----------
Dagger +1 1d4 - 1 piercing Bardic Inspiration. Inspire another creature
+1 +5 Insight (Wis)
with a 1d6 that it can, within the next 10 min.,
-1 Intimidation (Cha) Dagger (finesse) +6 1d4 + 4 piercing add to a d20 roll (see PHB 53).
WISDOM +1 Investigation (Int)
Blowgun +4 1d1 + 4 piercing (additional features & traits on page 2)
+3 Medicine (Wis)
16 +1 Nature (Int) - Rapier. +1, 1d8 - 1 piercing
- Rapier (finesse). +6, 1d8 + 4 piercing
+5 Perception (Wis)
+3
-1 Performance (Cha)

CHARISMA -1 Persuasion (Cha)


+1 Religion (Int)
9 +6 Sleight of Hand (Dex)
+6 Stealth (Dex)
-1
+3 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

15 PASSIVE WISDOM (PERCEPTION)


CP
Pouch (1); Leather (1); Soap (1);
Horn (1); Oil (2); Disguise Kit
(1); Case, map or scroll (1);
SP
Paper (5); Perfume (1); Ink pen
Tool Proficiencies: Bagpipes; Disguise Kit; (1); Chest (1); Lamp (1);
suona
Drum; Forgery Kit; Horn Clothes, fine (1); Sealing wax
EP (1); Ink (1)
Weapon Proficiencies: Crossbow, hand;
Longsword; Rapier; Shortsword; Simple

Armor Proficiencies: Light


GP 165
15
Language Proficiencies: Common; Halfling PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Brave. You have advantage on saves against being frightened (see PHB 28).

False Identity. You have a false identity; you can forge documents (see PHB 128).

Halfling Nimbleness. Move through the space of larger creatures (see PHB 28).

Lucky. Reroll 1s on d20 (see PHB 28).

Silent Speech. Speak telepathically to 1 creature who understands your language (range 30 fts,
see SCAG 110).

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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Bard Charisma 9 +1
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Mending
Minor Illusion

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 1 7
EPAR
SPELL NAME
ED
PR

Cure Wounds

Sleep
4
Speak with Animals

Thunderwave
SPELLS KNOWN

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Page 1

Level-1 evocation Transmutation cantrip Illusion cantrip


Cure Wounds Mending Minor Illusion
1 act. Touch V,S Inst 1 min Touch V,S,M Inst 1 act. 30 ft S,M 1 min
A creature you touch regains a number of hit This spell repairs a single break or tear in an You create a sound or an image of an object
points equal to 1d8 + your spellcasting ability object you touch, such as a broken chain link, within range that lasts for the duration. The
modifier. This spell has no effect on undead two halves of a broken key, a torn cloak, or a illusion also ends if you dismiss it as an
or constructs. At Higher Levels. When you leaking wineskin. As long as the break or tear action or cast this spell again. If you create a
cast this spell using a spell slot of 2nd level or is no larger than 1 foot in any dimension, you sound, its volume can range from a whisper
higher, the healing increases by 1d8 for each mend it, leaving no trace of the former to a scream. It can be your voice, someone
slot level above 1st. damage. This spell can physically repair a else's voice, a lion's roar, a beating of drums,
magic item or construct, but the spell can't or any other sound you choose. The sound
restore magic to such an object. continues unabated throughout the duration,
or you can make discrete sounds at different
times before the spell ends. If you create an
image of an objectsuch as a chair, muddy
footprints, or a small chestit must be no
larger than a 5-foot cube. The image can't
create sound, light, smell, or any other
sensory effect. Physical interaction with the
image reveals it to be an illusion, because
things can pass through it. If a creature uses
its action to examine the sound or image, the
creature can determine that it is an illusion
with a successful Intelligence (Investigation)
Bard DC 9 Atk +1 Bard DC 9 Atk +1 Bard DC 9 Atk +1

Level-1 enchantment Level-1 divination Level-1 evocation


Sleep Speak with Animals Thunderwave
1 act. 90 ft V,S,M 1 min 1 act. Self V,S 10 mins 1 act. Self V,S Inst
This spell sends creatures into a magical You gain the ability to comprehend and A wave of thunderous force sweeps out from
slumber. Roll 5d8; the total is how many hit verbally communicate with beasts for the you. Each creature in a 15-foot cube
points of creatures this spell can affect. duration. The knowledge and awareness of originating from you must make a
Creatures within 20 feet of a point you many beasts is limited by their intelligence, Constitution saving throw. On a failed save, a
choose within range are affected in but at minimum, beasts can give you creature takes 2d8 thunder damage and is
ascending order of their current hit points information about nearby locations and pushed 10 feet away from you. On a
(ignoring unconscious creatures). Starting monsters, including whatever they can successful save, the creature takes half as
with the creature that has the lowest current perceive or have perceived within the past much damage and isn't pushed. In addition,
hit points, each creature affected by this spell day. You might be able to persuade a beast unsecured objects that are completely within
falls unconscious until the spell ends, the to perform a small favor for you, at the GM's the area of effect are automatically pushed 10
sleeper takes damage, or someone uses an discretion. feet away from you by the spell's effect, and
action to shake or slap the sleeper awake. the spell emits a thunderous boom audible
Subtract each creature's hit points from the out to 300 feet. At Higher Levels. When you
total before moving on to the creature with cast this spell using a spell slot of 2nd level or
the next lowest hit points. A creature's hit higher, the damage increases by 1d8 for
points must be equal to or less than the each slot level above 1st.
remaining total for that creature to be
affected. Undead and creatures immune to
being charmed aren't affected by this spell. At
Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, roll an
Bard DC 9 Atk +1 Bard DC 9 Atk +1 Bard DC 9 Atk +1
Page 1 (reverse)

Minor Illusion (reverse)


check against your spell save DC. If a
creature discerns the illusion for what it is, the
illusion becomes faint to the creature.

Sleep (reverse)
additional 2d8 for each slot level above 1st.

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